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DinoGenics: New Arrivals

Expansion for DinoGenics

DinoGenics: New Arrivals Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Training Tokens
  • Training Token Upkeep Steps
  • Variants
    • Wild Mode
  • Solo Scenario #18: New Arrivals
    • Special Rules
    • Final Score
  • DiNO Breaking News Clarifications (New Arrivals)

Components

Origin icons: DNA, eDNA, Breaking News and Manipulation cards show an icon on their top left side; Specialists show it in the right middle; facility tiles show the identifier on their back. The New Arrivals icon is red. The Core Game uses only cards and tiles with the Core icon (green).

New Arrivals components (counts as listed in the Park Operations Manual, page 3):

  • 18 DNA Cards (of 116 DNA Cards in total)
  • 19 eDNA Cards:
    • 8 Common
    • 11 Dino Elite*
  • 10 Manipulation Cards
  • 13 Breaking News Cards
  • 6 Specialist Cards
  • 4 Facility Tiles
  • 4 Large Facilities
  • 20 Dinosaur Meeples (of 115 Dinosaur Meeples in total)

*The manual's note on the Dino Elite line reads: Dilophosaurus Cards. There are 2 versions of this dinosaur's eDNA cards. Choose your favorite design and use only 2 of the included eDNA cards.

The card and tile faces themselves are not printed in these books. Breaking News cards from this set are referred to with an N prefix (for example N2, N5) in the Single Player and Co-Op book's scenario decks and DiNO clarifications, see below.

Setup

Full Game Setup Additional Step (New Arrivals):

  1. Randomize the Training Tokens and place 4/5/7/8 for 2/3/4/5 players on the Training Token board spaces on the right side of the gameboard. The remainder of the Training Tokens will not be used for this game and can be returned to the box.

Training Tokens

Training Tokens are a way to permanently upgrade the actions of workers and can be acquired by using the Roll for Training action at IntelliGen Designs.

When taking the Roll for Training action, a player must roll 1 Upkeep Die and pay the resulting cost of 2/3/4 credits or 3VP if the die reveals a water-drop result. In addition, the player must pay 1 credit for each Training Token they already own. If the player can pay the cost, they select 1 of the available tokens and slot it into 1 of the 5 spaces at the top of their Personal Island Board. If the player is unable to afford the credit cost, or has no VP to give up when required, they must instead forfeit the action.

A player may use up to 1 Training Token per turn before or after their primary action, including after the action to acquire the Training Token.

On a player's turn, they may flip a Training Token face down to use it and then carry out the effect of the token. Some tokens give an instant benefit while others empower the actions taken on that turn. Training Tokens refresh during step 8 of the Upkeep Phase and can be used again on subsequent rounds.

A detailed description of all Training Tokens can be found in the Park Managers Handbook. That handbook is not part of this transcription. The components list gives 12 Training Tokens, 2 of each type.

Roll for Training action, as printed in the IntelliGen Designs HQ section:

  • Roll for Training: Roll 1 Upkeep Die and pay the total credit/VP cost shown plus 1 additional credit for each Training Token the player already owns. If a water-drop result, the cost is 3 VP. If the player does not have any part of the total required credits or VP, they must instead forfeit the action.
  • After paying the full price, they must choose 1 available Training Token and slot it into 1 of the 5 Training Token spaces on their Personal Island Board that does not already contain a Training Token.

Roll for Training is one of the two options under the IntelliGen Designs HQ heading "Choose 1: Resolve an Open Ocean Roll or Roll for Training." The HQ takes up to 2 actions, and the same action may be taken twice. The Open Ocean Roll and the other HQ actions are covered by the Controlled Chaos rulebook and are not repeated here.

Example (as printed): Tom has 6 credits and would like to train twice. Tom rolls an Upkeep die with a result of 2 credits, which he pays, and then selects a Training Token. Tom trains again but this time rolls a 4. Because Tom now has a Training Token he must pay 1 additional credit for a 2nd. Unfortunately, Tom cannot afford this and must forfeit the action.

Roll, pay and choose steps (Large Facilities and Training Tokens page):

  1. Roll: 1 Upkeep Die.
  2. Pay: 2, 3, 4 credits or 3VP based on the result. If unable, you must forfeit the action.
  3. Choose: 1 Training Token from the display and place it into a worker training slot.

Training Token Upkeep Steps

Park Operations Manual, Upkeep Phase step 8 (Return workers), New Arrivals note:

  • Flip all owned face down Training Tokens back face up.

Quick Reference, Upkeep Phase step 8, New Arrivals note:

  • Flip all used Training Tokens face up.

Variants

Wild Mode

Park Operations Manual, Player Setup and Variants (page 5). This variant is marked with the Controlled Chaos and New Arrivals icons for its species, and is reproduced here as printed.

Wild Mode allows the use of additional species and facilities in the Core Game. Locate the separate Refinement Overlay and place it over any unused section of the Mainland Game Board. The Refinement Action Spaces on the overlay function as they do in the Full Game. Shuffle all cards of up to 4 of the additional DNA species marked with the Controlled Chaos or New Arrivals icon (Gallimimus, Therizinosaurus, Carnotaurus, Compsognathus) into the DNA deck during setup and add all facilities except Fishery to the DinoGenics facility tile bag. During step 4 of setup, draw 6 DNA cards to the Boneyard instead of 4.

Solo Scenario #18: New Arrivals

Single Player and Co-Op rulebook, page 31. Hard difficulty.

The dinosaur park industry has seen constant challenges over the last 20 years, but we have persevered. Times are changing once more, and the new generation of parkgoers demands the best attractions and staff to go with them. It's time to modernize our equipment and boost employee training. There is no time to delay, the new arrivals will be here in one month!

Objective: By the end of Season 7, your park must have a facility in each space of the commercial sector, 5 training tokens, and at least 120 points.

Starting Season: Season 1, Open Season step 6 Starting Credits: 3 Starting DNA Cards: 3 Starting Manipulation Cards: 3 Starting Scandals: 0 Starting Goat Meeples: 0 Starting Workers: 4 Starting Fence: 4 (1 Pen) Starting Facilities: None.

Breaking News Deck: N2, N5, N6, N11, 25, 32. Shuffle the deck and place the first Breaking News card into the upcoming event slot. (No active event first round.)

Special Rules

  • Setup the Mainland Gameboard on the Full Game side.
  • Use all DNA and Manipulation cards (Core Game, Controlled Chaos and New Arrivals).
  • During setup place exactly 1 of each type of training token so that there are 6 Training Tokens in total. At the start of the first round choose 1 Training Token to gain. The six token faces are pictured on the scenario page: a grey goat with a red -1 and a green +; a red meeple with a green +1; a $ with a green +2; a red $ with a green 1; a red -1 with a cyan worker; and a grey fence with a green +. Their effects are in the Park Managers Handbook.
  • If you acquire the red -1 with cyan worker token at any point, you may use it to place workers on action spaces with your own workers. Discard a credit to supply instead of paying another player.

VISITOR RULES (these replace steps 1-3 of each Open Season): Step 1-3: Your park receives visitors up to your Reputation Track value.

Final Score

  • VP 200+: You have successfully appealed to influencers and trendsetters, and the park is buzzing with activity. Each day new media influencers shower the park with praise and their wealthiest followers are booking vacations months in advance. Keep up the positive momentum and you will turn this park into the number one vacation destination in the world.
  • VP 120-199: You have done well to address the shortcomings of the park but there is still more work to be done. While you are meeting our visitor quotas, our analysts say that you are not doing enough to appeal to the influencers. Put in a little more effort and let's shoot for the moon next quarter.
  • FAILURE: Your numbers are lacking, and our analysts say you are not doing enough to appeal to modern audiences. Corporate is assigning a team of social media managers to work with you, and you will now need to report to our business consultant before implementing changes to the park.

DiNO Breaking News Clarifications (New Arrivals)

Single Player and Co-Op rulebook, Breaking News, Facility, and Manipulation Clarifications (page 9). Only the entries with the N prefix are transcribed here. These are the same N-prefixed Breaking News cards used in the scenario decks above.

  • N1: DiNO gains 1-2 visitors if it has 1-2 empty spaces in hotels. DiNO does not spend credits.
  • N4: DiNO takes the first option only if it is round 2-5 and has a preferred species that can be built without rampaging. DiNO refuses to take a 2nd Scandal.
  • N5: DiNO gains both rewards without paying.
  • N9: DiNO gains 1 card from the Boneyard if a preferred species is present but spends nothing.
  • N10: DiNO refuses.
  • N11: DiNO keeps all money and does not resolve a rampage check.
  • N12: DiNO gifts the player with the lowest score if a Preferred Species is available.